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Thread 512316228

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Anonymous (ID: OY+ZIlcp) United States No.512316228 [Report]
Feminists block me from free software
I would like more free software programmers to help me with this: specifically adding more 3d map model formats that can be used, since I did a few.
In the past they, the hackers, were happy to program free software with me.
Now feminists and their faggot friends block me from talking to anyone.

>>512272995 (Cross-thread)
And it's Quake, not "Darkplaces", faggot. You can't steal John Carmack's work, rewrite it, and call it your own. Piece of fucking shit asshole.
> >>512272933 (Cross-thread) (OP)
>Go to bed MikeeUsa
>your darkplaces "enhancements" just kinda suck.
They are _necessary_.
You can't spawn more than 16 or 32k entities without network and internals support for the interger being more than 2 words, DIP FUCKING ___SHIT___
So I had to code that in.

You can't load minetest obj's correctly without more code, same with bzflag exported obj's which don't render at all otherwise.
And it takes fucking a DAY to make a map out of an obj file before my additions.
Now it takes 2 min.
And you can use them as maps natively.
Don't have to use an editor to rescale, flip, compile, etc etc.
Just change bla.obj to bla.obj_from_mc ---> minetest obj's work as maps now
bla.obj ---> bla.obj_from_bz ----> bzflag obj exports work as maps now.

Got an obj file from sketchfab?
Is it the wrong rotation?
sketchfab_ripoff.loadstyle1.obj_from_mc
Wrong scale?
blablabla.scale10.obj_from_mc
Wrong both?
bla.loadstyle1.scale32.obj_from_mc

Want a terrain map?
rippoff_sketchfab.scale2048.obj_from_mc

Just works.
Took alot of code.
But works.

As the server admin want to block line of sight entities from rendering?
there's a variable you can enable for obj_from_mc and obj_from_bz.
Couldn't do that with the old code.

Obj is not just "things" now. It's maps.
Anonymous (ID: R9N3TEZI) United States No.512316309 [Report]
>>512313349
This one
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Anonymous (ID: R9N3TEZI) United States No.512316382 [Report]
>>>/g/106152947 (Dead)
> I wish you weren't so stagnant
Explain?

This year I did the following work:
obj_from_mc support
script to help convert Unreal 1997 ascii map format entity and light information into .ent and .rtlight format for Quake.
Conversion of Unreal 1997 assets and maps to obj (specifically obj_from_mc).
Script includes placing equivelants of unreal 1997 weapons, that I made.

Also I did opensource versions of the unreal 1997 weapons, models, and code.

Stuff like that.
How is that stagnant?

What is it that you want?
No one helps me.
No one lets me speak.
They constantly ban me.
And promote women who do nothing;
to rule over the men who programmed free software
and to drive them out.

So what do you want me to do.
I have NO_WAY to talk to ANY other C programmer: EVER

It's all censored and I'm banned immediatly.
Anonymous (ID: R9N3TEZI) United States No.512316462 [Report]
>>512315058
>did you really just spend 20 years making fortnite as a quake mod map???

You dissing me dipshit. I am going to kill you dead. Understand me? Do you understand me you faggot?

I started 3d mapping at 11 years old for Unreal 1997. before this I was into simcity, streetsofsimcity, simcopter, making cities in SKURK, and before that I was into Age Of Empires 1, making maps for that, and then Age of Empires 2, Rise of Kings, making maps for that.

Before that I was making hand drawn sonic maps since 5 or 6 years old, and sonic comic books.

I enjoyed Myst, the first "3d" game. And we played a doom-like starwars game, and oregon trail. And sim city 2000, on the macs at my catholic school.

You diss me because I continued working on 3d maps.
After 1997, I then 3d mapped for Unreal Tournament 1999, and posted my maps online; as MikeezUT. One of my maps was featured on nali planet and used on their server.

I continued that for abit, but then the HDD on my toshiba laptop crashed (again). (second time). When it came back it couldn't install windows. So I tried Linux Mandrake. A week later I re-installed windows. A day later I went back to Mandrake.

From then on I stayed on Linux.
I learned PERL and wrote casino games for the terminal. Later I leared some C and wrote basic casino games in C. I also started editing other opensource games in C: to fix them (0verkill couldn't save it's maps for some reason), to extend them (infinite time in freeciv after the end).

I learned some Blender3d. I ran Tor when it first came out, and FreeNet. Published a freesite (binary42dot) and a blog. Ran a 200 account SSH server and webhost.
Enjoyed compiling Grsecurity kernels.

I then joined the CrossfireRPG development team and made maps and pixel art for them. I found Cavehippo and brought him abord: he was a great C programmer for them. I did some scripting too in python for it.
I did some maps for BZFlag. Was banned for anti-feminism.

Nexuiz occured. Finally a UT like 3d OSS
Anonymous (ID: 7nwoxzKZ) Canada No.512317419 [Report]
(continued)
>>512315058 (Dead)
>did you really just spend 20 years making fortnite as a quake mod map???
(continued)
Once Nexuiz existed and was opensource I started making maps for that.
Eventually I made 50 maps for it.

So yes, I've been making maps for 20 years.
I've been making maps my whole waking life; so 35 years of map making.
From sonic, to simcity2k, to AgeOfEmpires1,2, to Unreal 1997, to Unreal Tournament 1999, to the 2d tux shooter game where he shoots CDs, to CrossfireRPG, to Nexuiz, to Xonotic.

I've added 200 weapons to Xonotic, and I asked for and paid for the development of, in the Nexuiz days:
To the developer Rudolf Polzer (Divverent):
1) Cryptographic networking, unreal style portals, fake light, lasers in maps,
I paid my whole cheque from working sent in envelopes as cash to Germany.
So yes: it is important to me.

I was also asked, during the Nexuiz days, to model a tuba, and did so, in 3d, when they couldn't get anyone else to do so.
I also, in the Nexuiz days, did the trigger_heal code, and was introduced to Quake C by Divverent then.

Later I myself started more work on the Quake C and added myself by programming:
* Foliage system
* Buildable buildings
* Spell casting
* City generation
I also started work in the engine and added by programming C
* Up to 4million entity networking and internals, backwards compatable up to 16k ents with old clients (so you can still play regular maps with regular people, and they only are incompatable with the tons of ents maps) as an option (protocal masquerading)
* Wolfenstine enemy territory bsp and shader support (so you can run Wolf:ET and True Combat Elite maps)
* Minetest/Minecraft object export support as maps.
* Bzflag obj export support as maps.
* Ability to quickly import obj exports as maps within 2 to 3 min (ie just renaming , adding scale and turn directives), instead of the day long compile process it was before
This way you can rip of sketchfab, halo, unreal, anything with an obj exporter.
Anonymous (ID: 7nwoxzKZ) Canada No.512317601 [Report]
(continued)
>>512315058 (Dead)
>did you really just spend 20 years making fortnite as a quake mod map???
(continued)

This year I also wrote an Ascii-unreal-map to Quake .ent and .rtlights script this year.
And built in blender 3d and did the QuakeC code for many Unreal 1997 weapons, now in Quake.